Like almost every design problem, making a game first and foremost comes down to telling a story. The story Perloo is trying to convey may be a weird, incoherent story that’s impossible to grasp – it still is a story. And thus we we’re honored when writer Niels ’t Hooft payed us a visit last week to get his hands wet on Perloo. We met Niels while working on Ripple Effect, the pilot game we designed for Shell this spring. Niels just interviewed Nintendo’s Shigeru Miyamoto (Super Mario’s father!) so we figured he would be truly impressed by our game, hehe.

What impact Perloo made on him we don’t know, but his visit was very valuable. Niels was the most skilled player we’ve seen so far, and besides his excellent tips and remarks, it provided for a good opportunity to have some exquisite doughnuts and coffee.